mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-24 16:10:14 +00:00
Add configurable MSAA anti-aliasing, update auth screen and terrain shader
- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve - MSAA: multisampled color+depth images, query max supported sample count - MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers - MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes - MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild - MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted - Update auth screen assets and terrain fragment shader
This commit is contained in:
parent
6d213ad49b
commit
e12141a673
54 changed files with 2069 additions and 144 deletions
|
|
@ -93,6 +93,7 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
|
|||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
|
||||
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
|
||||
.setMultisample(vkCtx->getMsaaSamples())
|
||||
.setLayout(ripplePipelineLayout)
|
||||
.setRenderPass(vkCtx->getImGuiRenderPass())
|
||||
.setDynamicStates(dynamicStates)
|
||||
|
|
@ -136,6 +137,7 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
|
|||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
|
||||
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
|
||||
.setMultisample(vkCtx->getMsaaSamples())
|
||||
.setLayout(bubblePipelineLayout)
|
||||
.setRenderPass(vkCtx->getImGuiRenderPass())
|
||||
.setDynamicStates(dynamicStates)
|
||||
|
|
@ -225,6 +227,100 @@ void SwimEffects::shutdown() {
|
|||
bubbles.clear();
|
||||
}
|
||||
|
||||
void SwimEffects::recreatePipelines() {
|
||||
if (!vkCtx) return;
|
||||
VkDevice device = vkCtx->getDevice();
|
||||
|
||||
// Destroy old pipelines (NOT layouts)
|
||||
if (ripplePipeline != VK_NULL_HANDLE) {
|
||||
vkDestroyPipeline(device, ripplePipeline, nullptr);
|
||||
ripplePipeline = VK_NULL_HANDLE;
|
||||
}
|
||||
if (bubblePipeline != VK_NULL_HANDLE) {
|
||||
vkDestroyPipeline(device, bubblePipeline, nullptr);
|
||||
bubblePipeline = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
// Shared vertex input: pos(vec3) + size(float) + alpha(float) = 5 floats
|
||||
VkVertexInputBindingDescription binding{};
|
||||
binding.binding = 0;
|
||||
binding.stride = 5 * sizeof(float);
|
||||
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
|
||||
std::vector<VkVertexInputAttributeDescription> attrs(3);
|
||||
attrs[0].location = 0;
|
||||
attrs[0].binding = 0;
|
||||
attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
|
||||
attrs[0].offset = 0;
|
||||
attrs[1].location = 1;
|
||||
attrs[1].binding = 0;
|
||||
attrs[1].format = VK_FORMAT_R32_SFLOAT;
|
||||
attrs[1].offset = 3 * sizeof(float);
|
||||
attrs[2].location = 2;
|
||||
attrs[2].binding = 0;
|
||||
attrs[2].format = VK_FORMAT_R32_SFLOAT;
|
||||
attrs[2].offset = 4 * sizeof(float);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStates = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
|
||||
// ---- Rebuild ripple pipeline ----
|
||||
{
|
||||
VkShaderModule vertModule;
|
||||
vertModule.loadFromFile(device, "assets/shaders/swim_ripple.vert.spv");
|
||||
VkShaderModule fragModule;
|
||||
fragModule.loadFromFile(device, "assets/shaders/swim_ripple.frag.spv");
|
||||
|
||||
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
|
||||
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
ripplePipeline = PipelineBuilder()
|
||||
.setShaders(vertStage, fragStage)
|
||||
.setVertexInput({binding}, attrs)
|
||||
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
|
||||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
|
||||
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
|
||||
.setMultisample(vkCtx->getMsaaSamples())
|
||||
.setLayout(ripplePipelineLayout)
|
||||
.setRenderPass(vkCtx->getImGuiRenderPass())
|
||||
.setDynamicStates(dynamicStates)
|
||||
.build(device);
|
||||
|
||||
vertModule.destroy();
|
||||
fragModule.destroy();
|
||||
}
|
||||
|
||||
// ---- Rebuild bubble pipeline ----
|
||||
{
|
||||
VkShaderModule vertModule;
|
||||
vertModule.loadFromFile(device, "assets/shaders/swim_bubble.vert.spv");
|
||||
VkShaderModule fragModule;
|
||||
fragModule.loadFromFile(device, "assets/shaders/swim_bubble.frag.spv");
|
||||
|
||||
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
|
||||
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
bubblePipeline = PipelineBuilder()
|
||||
.setShaders(vertStage, fragStage)
|
||||
.setVertexInput({binding}, attrs)
|
||||
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
|
||||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
|
||||
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
|
||||
.setMultisample(vkCtx->getMsaaSamples())
|
||||
.setLayout(bubblePipelineLayout)
|
||||
.setRenderPass(vkCtx->getImGuiRenderPass())
|
||||
.setDynamicStates(dynamicStates)
|
||||
.build(device);
|
||||
|
||||
vertModule.destroy();
|
||||
fragModule.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void SwimEffects::spawnRipple(const glm::vec3& pos, const glm::vec3& moveDir, float waterH) {
|
||||
if (static_cast<int>(ripples.size()) >= MAX_RIPPLE_PARTICLES) return;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue